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authorGravatar Yuri Kunde Schlesner2017-05-27 16:10:25 -0700
committerGravatar Yuri Kunde Schlesner2017-05-27 16:10:25 -0700
commitd1bf7919daf830befd8c2166f3844fcdb56d68fa (patch)
tree60ab4434e7a0503d7ca5f5d195d4709fe634f3c1 /src/core/frontend/framebuffer_layout.cpp
parentMerge pull request #2732 from yuriks/add-fmt (diff)
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Move framebuffer_layout from Common to Core
This removes a dependency inversion between core and common. It's also the proper place for the file since it makes screen layout decisions specific to the 3DS.
Diffstat (limited to 'src/core/frontend/framebuffer_layout.cpp')
-rw-r--r--src/core/frontend/framebuffer_layout.cpp157
1 files changed, 157 insertions, 0 deletions
diff --git a/src/core/frontend/framebuffer_layout.cpp b/src/core/frontend/framebuffer_layout.cpp
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+++ b/src/core/frontend/framebuffer_layout.cpp
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1// Copyright 2016 Citra Emulator Project
2// Licensed under GPLv2 or any later version
3// Refer to the license.txt file included.
4
5#include <cmath>
6
7#include "common/assert.h"
8#include "core/frontend/framebuffer_layout.h"
9#include "core/settings.h"
10#include "video_core/video_core.h"
11
12namespace Layout {
13
14static const float TOP_SCREEN_ASPECT_RATIO =
15 static_cast<float>(VideoCore::kScreenTopHeight) / VideoCore::kScreenTopWidth;
16static const float BOT_SCREEN_ASPECT_RATIO =
17 static_cast<float>(VideoCore::kScreenBottomHeight) / VideoCore::kScreenBottomWidth;
18
19// Finds the largest size subrectangle contained in window area that is confined to the aspect ratio
20template <class T>
21static MathUtil::Rectangle<T> maxRectangle(MathUtil::Rectangle<T> window_area,
22 float screen_aspect_ratio) {
23 float scale = std::min(static_cast<float>(window_area.GetWidth()),
24 window_area.GetHeight() / screen_aspect_ratio);
25 return MathUtil::Rectangle<T>{0, 0, static_cast<T>(std::round(scale)),
26 static_cast<T>(std::round(scale * screen_aspect_ratio))};
27}
28
29FramebufferLayout DefaultFrameLayout(unsigned width, unsigned height, bool swapped) {
30 ASSERT(width > 0);
31 ASSERT(height > 0);
32
33 FramebufferLayout res{width, height, true, true, {}, {}};
34 // Default layout gives equal screen sizes to the top and bottom screen
35 MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height / 2};
36 MathUtil::Rectangle<unsigned> top_screen =
37 maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
38 MathUtil::Rectangle<unsigned> bot_screen =
39 maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
40
41 float window_aspect_ratio = static_cast<float>(height) / width;
42 // both screens height are taken into account by multiplying by 2
43 float emulation_aspect_ratio = TOP_SCREEN_ASPECT_RATIO * 2;
44
45 if (window_aspect_ratio < emulation_aspect_ratio) {
46 // Apply borders to the left and right sides of the window.
47 top_screen =
48 top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
49 bot_screen =
50 bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
51 } else {
52 // Window is narrower than the emulation content => apply borders to the top and bottom
53 // Recalculate the bottom screen to account for the width difference between top and bottom
54 screen_window_area = {0, 0, width, top_screen.GetHeight()};
55 bot_screen = maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
56 bot_screen = bot_screen.TranslateX((top_screen.GetWidth() - bot_screen.GetWidth()) / 2);
57 if (swapped) {
58 bot_screen = bot_screen.TranslateY(height / 2 - bot_screen.GetHeight());
59 } else {
60 top_screen = top_screen.TranslateY(height / 2 - top_screen.GetHeight());
61 }
62 }
63 // Move the top screen to the bottom if we are swapped.
64 res.top_screen = swapped ? top_screen.TranslateY(height / 2) : top_screen;
65 res.bottom_screen = swapped ? bot_screen : bot_screen.TranslateY(height / 2);
66 return res;
67}
68
69FramebufferLayout SingleFrameLayout(unsigned width, unsigned height, bool swapped) {
70 ASSERT(width > 0);
71 ASSERT(height > 0);
72 // The drawing code needs at least somewhat valid values for both screens
73 // so just calculate them both even if the other isn't showing.
74 FramebufferLayout res{width, height, !swapped, swapped, {}, {}};
75
76 MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
77 MathUtil::Rectangle<unsigned> top_screen =
78 maxRectangle(screen_window_area, TOP_SCREEN_ASPECT_RATIO);
79 MathUtil::Rectangle<unsigned> bot_screen =
80 maxRectangle(screen_window_area, BOT_SCREEN_ASPECT_RATIO);
81
82 float window_aspect_ratio = static_cast<float>(height) / width;
83 float emulation_aspect_ratio = (swapped) ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
84
85 if (window_aspect_ratio < emulation_aspect_ratio) {
86 top_screen =
87 top_screen.TranslateX((screen_window_area.GetWidth() - top_screen.GetWidth()) / 2);
88 bot_screen =
89 bot_screen.TranslateX((screen_window_area.GetWidth() - bot_screen.GetWidth()) / 2);
90 } else {
91 top_screen = top_screen.TranslateY((height - top_screen.GetHeight()) / 2);
92 bot_screen = bot_screen.TranslateY((height - bot_screen.GetHeight()) / 2);
93 }
94 res.top_screen = top_screen;
95 res.bottom_screen = bot_screen;
96 return res;
97}
98
99FramebufferLayout LargeFrameLayout(unsigned width, unsigned height, bool swapped) {
100 ASSERT(width > 0);
101 ASSERT(height > 0);
102
103 FramebufferLayout res{width, height, true, true, {}, {}};
104 // Split the window into two parts. Give 4x width to the main screen and 1x width to the small
105 // To do that, find the total emulation box and maximize that based on window size
106 float window_aspect_ratio = static_cast<float>(height) / width;
107 float emulation_aspect_ratio =
108 swapped
109 ? VideoCore::kScreenBottomHeight * 4 /
110 (VideoCore::kScreenBottomWidth * 4.0f + VideoCore::kScreenTopWidth)
111 : VideoCore::kScreenTopHeight * 4 /
112 (VideoCore::kScreenTopWidth * 4.0f + VideoCore::kScreenBottomWidth);
113 float large_screen_aspect_ratio = swapped ? BOT_SCREEN_ASPECT_RATIO : TOP_SCREEN_ASPECT_RATIO;
114 float small_screen_aspect_ratio = swapped ? TOP_SCREEN_ASPECT_RATIO : BOT_SCREEN_ASPECT_RATIO;
115
116 MathUtil::Rectangle<unsigned> screen_window_area{0, 0, width, height};
117 MathUtil::Rectangle<unsigned> total_rect =
118 maxRectangle(screen_window_area, emulation_aspect_ratio);
119 MathUtil::Rectangle<unsigned> large_screen =
120 maxRectangle(total_rect, large_screen_aspect_ratio);
121 MathUtil::Rectangle<unsigned> fourth_size_rect = total_rect.Scale(.25f);
122 MathUtil::Rectangle<unsigned> small_screen =
123 maxRectangle(fourth_size_rect, small_screen_aspect_ratio);
124
125 if (window_aspect_ratio < emulation_aspect_ratio) {
126 large_screen =
127 large_screen.TranslateX((screen_window_area.GetWidth() - total_rect.GetWidth()) / 2);
128 } else {
129 large_screen = large_screen.TranslateY((height - total_rect.GetHeight()) / 2);
130 }
131 // Shift the small screen to the bottom right corner
132 small_screen =
133 small_screen.TranslateX(large_screen.right)
134 .TranslateY(large_screen.GetHeight() + large_screen.top - small_screen.GetHeight());
135 res.top_screen = swapped ? small_screen : large_screen;
136 res.bottom_screen = swapped ? large_screen : small_screen;
137 return res;
138}
139
140FramebufferLayout CustomFrameLayout(unsigned width, unsigned height) {
141 ASSERT(width > 0);
142 ASSERT(height > 0);
143
144 FramebufferLayout res{width, height, true, true, {}, {}};
145
146 MathUtil::Rectangle<unsigned> top_screen{
147 Settings::values.custom_top_left, Settings::values.custom_top_top,
148 Settings::values.custom_top_right, Settings::values.custom_top_bottom};
149 MathUtil::Rectangle<unsigned> bot_screen{
150 Settings::values.custom_bottom_left, Settings::values.custom_bottom_top,
151 Settings::values.custom_bottom_right, Settings::values.custom_bottom_bottom};
152
153 res.top_screen = top_screen;
154 res.bottom_screen = bot_screen;
155 return res;
156}
157}